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  1. It is 100% not l2off considering there are basic issues that do not exist even as far back as GF L2off goes 😕
  2. Whops, forgot that GF had a retail auth leak, i never tried it with GD, as i just built a new auth to handle the new packets in these leaks.
  3. None of the premium shit will work unless you have a proper auth that notifies L2Server to actually set someone as premium, and the IBServer binaries have never leaked, though it is not a hard server to emulate at all.
  4. Issue is in GF and earlier servers L2server waits for a response from cached in DB interaction/item consumption before allowing L2Server to apply the spiritshot, as far as i know, You can skip this wait interaction, by forceing the i_spirit_shot skill effect on item use, with an extender to remove this delay.
  5. You need to use the pch id, not the skill ID
  6. because C4 and GF have different shared mem locks...or you spent the time to manually change it, by default? you can not run 2 same chronicle servers at the same time. Also different user's can work, though have not done it myself
  7. 2 L2Server/L2Npc combo's can not run on the same PC at the same time, without VM's, they use shared memory
  8. You can attach via ida, or if its something inside your own code you want to debug, you can attach via visual studio
  9. Yes, on KR the client module runs as far as i know, and pushes updates quite often via the packets, downloading a bunch of .ncl files if i remember right
  10. its just a GG warning about yes, getting your account stolen. and its detecting the service running, that is almost always running if you install teamviewer. Now whats more interesting is NCGuard running on KR :), it actively downloads updates/executes them via client/server packets ingame
  11. You will save yourself alot of work in the long run, to just properly define classes so you can do pItem->m_nVariationOption1 ect
  12. use item packet you have access to the items ServerID, so a simple call to CInventory::GetByServerID will get the CItem and you can do what ever checks you want on UseItem packet
  13. found my GF DB, it is at 00000070 m_vItemSkill std::xvector_CSkillInfo ? 00000090 m_Unkn_0098 dq ? ; offset 00000098 m__Unkn_00A0 dq 3 dup(?) ; offset 000000B0 m_ContributeDataSmartId dd ? 000000B4 field_B4 dd ? 000000B8 m_nVariationOption1 dd ? 000000BC m_nVariationOption2 dd ?
  14. class CItem : public CWorldObject { public: CSharedItemData* SD; // 0x058 * CItemData* pItemData; // 0x060 * CYieldLock* pLock; // 0x068 * DWORD _unk60; // 0x070 * int nOwnerNpcID; // 0x074 * bool bIsOwnerBoss; // 0x078 * BYTE _arUnk79[7]; // 0x079 * unsigned long nDropTime; // 0x080 * bool bContribute; // 0x084 * BYTE _arUnk85[3]; // 0x085 * CSmartID<CContributeData> spContributeID; // 0x088 * int nVariationOption1; int nVariationOption2; BYTE _arUnk8C[0x124]; // 0x08C * BYTE etcitemdata[8]; // DO NOT USE THIS, IT IS HERE TO HOLD THE SIZE TO CEtcItem size, for extending reasons I dont know if its the same in GF, as i do not have the time to check quickly, but this is what it is in what i am working with, augments being VariationOptions
  15. To get the item to "save" properly, this might be one of the cases you have to implement your own Server ->cached packets, and save it yourself in cached, as far as picking up an item goes, something as simple as pUser->Action(pItem2, false, false); will cause the player to walk to the item, and pick it up As far as for where to patch to allow dropping, it should be somewhere inside User::OnDropItemPacket and User::DropAndDestroyItem for when a user dies, if you want augment items to drop on player death
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